This seamless 3D texture presents a photorealistic portrayal of damp, misty cloud haze rendered in stunning PBR 8K resolution, making it ideal for use in Unreal Engine, Blender, and Unity environments. The material composition evokes a natural atmospheric surface reminiscent of early morning fog or soft, diffused haze. At its core, the texture simulates an organic, moisture-laden substrate similar to fine water droplets suspended in a translucent cloud matrix. The binding elements mimic a delicate aggregation of microscopic water particles, creating a subtle fibrous structure with minimal porosity that enhances the moist, misty appearance. The surface finish is soft and diffuse, avoiding sharp reflections while maintaining a gentle translucency that captures the ethereal quality of damp haze. Pigmentation is neutral and muted, emphasizing natural grayscale tones without metallic or oxidized color layers, contributing to the realistic, understated cloud effect.
In the PBR channels, the BaseColor (Albedo) captures the soft gradations of pale, misty whites and grays with subtle tonal shifts that emulate the natural diffusion of light through damp haze. The Normal map encodes fine micro-variations and gentle undulations that replicate the cloud’s softness and layered opacity, enhancing depth and realism without harsh edges. Roughness is relatively high and consistent, reflecting the matte, non-reflective nature of moist air and mist, while the Metallic channel remains at zero, as the material is entirely non-metallic. Ambient Occlusion subtly enhances the perception of volume in the denser cloud patches by darkening crevices and folds. Height or Displacement maps provide slight surface variation, helping to simulate the natural undulating texture of cloud haze when viewed at close range, which is perfect for parallax or displacement effects.
This texture’s seamless tiling and carefully crafted micro-variations ensure continuous, realistic coverage of cloud haze across large 3D surfaces without noticeable repetition. It is fully optimized for high-detail rendering workflows, supporting 8K resolution for unparalleled clarity and crispness. For best results in atmospheric environments, it is recommended to adjust the UV scale to maintain a balanced cloud density and to fine-tune the roughness channel to achieve the desired level of softness and diffusion depending on lighting conditions. This makes it exceptionally suitable for creating immersive foggy scenes, environmental backgrounds, or subtle volumetric effects in natural or fantasy settings.
How to Use These Seamless PBR Textures in Blender
This guide shows how to connect a full PBR texture set to Principled BSDF in Blender (Cycles or Eevee). Works with any of our seamless textures free download, including PBR PNG materials for Blender / Unreal / Unity.
What’s inside the download
*_albedo.png
— Base Color (sRGB)
*_normal.png
— Normal map (Non-Color)
*_roughness.png
— Roughness (Non-Color)
*_metallic.png
— Metallic (Non-Color)
*_ao.png
— Ambient Occlusion (Non-Color)
*_height.png
— Height / Displacement (Non-Color)
*_ORM.png
— Packed map (R=AO, G=Roughness, B=Metallic, Non-Color)
Quick start (Node Wrangler, 30 seconds)
- Enable the addon: Edit → Preferences → Add-ons → Node Wrangler.
- Create a material and select the Principled BSDF node.
- Press Ctrl + Shift + T and select the maps
albedo, normal, roughness, metallic (skip height and ORM for now) → Open.
The addon wires Base Color, Normal (with a Normal Map node), Roughness, and Metallic automatically.
- Add AO and Height using the “Manual wiring” steps below (5 and 6).
Manual wiring (full control)
- Create a material (Material Properties → New) and open the Shader Editor.
- Add an Image Texture node for each map. Set Color Space:
- Albedo → sRGB
- AO, Roughness, Metallic, Normal, Height, ORM → Non-Color
- Connect to Principled BSDF:
albedo
→ Base Color
roughness
→ Roughness
metallic
→ Metallic (for wood this often stays near 0)
normal
→ Normal Map node (Type: Tangent Space) → Normal of Principled.
If details look “inverted”, enable Invert Y on the Normal Map node.
- Ambient Occlusion (AO):
- Add a MixRGB (or Mix Color) node in mode Multiply.
- Input A =
albedo
, Input B = ao
, Factor = 1.0.
- Output of Mix → Base Color of Principled (replaces the direct albedo connection).
- Height / Displacement:
Cycles — true displacement
- Material Properties → Settings → Displacement: Displacement and Bump.
- Add a Displacement node: connect
height
→ Height, set Midlevel = 0.5, Scale = 0.02–0.08 (tune to taste).
- Output of Displacement → Material Output → Displacement.
- Add geometry density (e.g., Subdivision Surface) so displacement has polygons to work with.
Eevee (or lightweight Cycles) — bump only
- Add a Bump node:
height
→ Height.
- Set Strength = 0.2–0.5, Distance = 0.05–0.1, and connect Normal output to Principled’s Normal.
Using the packed ORM
texture (optional)
Instead of separate AO/Roughness/Metallic maps you can use the single *_ORM.png
:
- Add one Image Texture (Non-Color) → Separate RGB (or Separate Color).
- R (red) → AO (use it in the Multiply node with albedo as above).
- G (green) → Roughness of Principled.
- B (blue) → Metallic of Principled.
UVs & seamless tiling
- These textures are seamless. If your mesh has no UVs, go to UV Editing → Smart UV Project.
- For scale/repeat, add Texture Coordinate (UV) → Mapping and plug it into all texture nodes.
Increase Mapping → Scale (e.g., 2/2/2) to tile more densely.
Recommended starter values
- Normal Map Strength: 0.5–1.0
- Bump Strength: ~0.3
- Displacement Scale (Cycles): ~0.03
Common pitfalls
- Wrong Color Space (normals/roughness/etc. must be Non-Color).
- “Inverted” details → enable Invert Y on the Normal Map node.
- Over-strong relief → lower Displacement Scale or Bump Strength.
Example: Download Wood Textures and instantly apply parquet or rustic planks inside Blender for architectural visualization.
To add the downloaded texture, go to Add — Texture — Image Texture.

Add a node and click the Open button.

Select the required texture on your hard drive and connect Color to Base Color.
